for i, player in pairs(Players:GetPlayers())do
local clone = mapChosen:Clone()
clone.Parent = game.Workspace.CurrentlyLoaded
clone:MoveTo(pos[i])
print("Initiated map"..mapChosen.Name..i)
local char = player.Character
char.HumanoidRootPart.CFrame = clone.Spawn.CFrame
end
when the code is generated, print that code, and when the player tries to enter it and gets it wrong, print the code he was supposed to enter and tell me the output
1st output is the generated code, second is the random code I typed in the GUI and the third is the correct code I typed in the GUI
Note that when the actual correct code is typed, the door actually opens but the text still says that the code is incorrect, I don’t understand why it does that
am not sure, but my guess is, when the remote event is fired, both the original and cloned map script launches, and the cloned map script sets the text to correct, but the original map script quickly changes that to incorrect after.
try when cloning the new map, delete the original one just for a test, or just the script that changes the text
yea it’s the first script I showed ( it messes up the tweening for some reason)
btw feel free to ask more questions I don’t have any problems with that
when you deleted the script i told you to delete, you were in the server right ?
it just sounds impossible for the door to open and the text be incorrect unless there is another script doing that
yes I were in the server side, and yes it both says the code is incorrect but the door still open, i’m so confused lol even after 10 days I still haven’t found the problem
maybe I should ask a big dev or something but right now the only thing I know is that it bugs when the map is a clone from ServerStorage